Playbook

Every Pokémon line a run can draw, by band: the higher a line's band, the later it shows up and the harder it is to catch. Each arrow shows what that evolution costs: the stones and the level it needs.

Common

×1 Lv5 >×1 Lv5 >
×3 Lv15 >
×1 Lv5 >×1 Lv5 >
×1 Lv5 >

Uncommon

×1 Lv5 >
×1 Lv5 >×3 Lv15 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×2 Lv10 >
×1 Lv5 >
×1 Lv5 >
×1 Lv5 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×1 Lv5 >
×3 Lv10 >×3 Lv10 >×3 Lv10 >
×1 Lv5 >×2 Lv10 >

Rare

×1 Lv5 >×1×1 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×2 Lv10 >
×2 Lv10 >×2 Lv10 >×2 Lv10 >×2 Lv10 >×2 Lv10 >
×1 Lv5 >×1×1 Lv10 >
×1 Lv5 >×1×1 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×1×1 Lv10 >×2 Lv10 >
×3 Lv15 >
×1 Lv5 >×1×1 Lv10 >×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1 Lv5 >
×2 Lv10 >
×1×1 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1 Lv5 >
×1 Lv5 >
×1×1 Lv10 >×1×1 Lv10 >
×1 Lv5 >
×1 Lv5 >×1×1 Lv10 >
×2 Lv10 >
×1 Lv5 >×3 Lv15 >
×1 Lv5 >
×1×1 Lv10 >
×1 Lv5 >
×2 Lv10 >
×1 Lv5 >
×1×1 Lv10 >
×1 Lv5 >
×1 Lv5 >×1×1 Lv10 >
×2 Lv10 >
×1 Lv5 >
×1×1 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >
×1 Lv5 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1 Lv5 >×2×1 Lv15 >

Superior

×1×1 Lv10 >
×1 Lv5 >×2 Lv10 >
×1 Lv5 >×1×1 Lv10 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1×1 Lv10 >
×1×1 Lv10 >
×1×1 Lv10 >
×1×1 Lv10 >×1×1 Lv10 >
×1×1 Lv10 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×2 Lv10 >
×1×1 Lv10 >
×3 Lv15 >
×1×1 Lv10 >
×1×1 Lv10 >
×2 Lv10 >
×1×1 Lv10 >
×2 Lv10 >

Epic

Legendary

×1×1 Lv10 >

Mythical

Monsters never evolve on their own. Once one reaches the level and you hold the stones, press Evolve on its panel. It keeps its level, XP, moves and place.

The stones are of the line's own type. Lines that evolved by a Fire, Water, Thunder or Leaf Stone in the original games take that element's stone instead, and Eevee's stone picks its form. A dual-type monster's evolution of two stones or more is paid in both its types, the main type taking the odd one.

Cost

What an evolution costs depends on how strong the evolved form is (its base stat total), not on how far along its line it is.

Evolved form's stat totalLevelStones
Under 450Lv 51
450–539Lv 102
540+Lv 153

Finding stones

When evolved enemies faint, win or lose, the battle may drop a stone: each once-evolved enemy adds 15% and each twice-evolved one 30%, up to 50%. At most one stone drops per battle node, of the type that evolved one of the fallen.

The stone seller sells stones for 10 gold (20 for Dragon). The stone trader swaps one of yours for a stone of another type. A stone sells for 5 gold at the stone seller's and 3 at the shop.

After every battle, each monster that was on the board when it started earns XP, fainted or not. Benched monsters earn XP too. One below the board's average level is behind and earns more. The first bench slot is Training: the monster there earns as if it had fought.

BattleOn the boardOn the benchTraining
Wild or boss win3 XP1 XP (2 if behind)3 XP
Elite win5 XP10 XP10 XP
Loss or draw2 XP1 XP (2 if behind)2 XP

Levels

Each level costs one XP more than the last: level 2 takes 3 XP, level 3 another 4, and so on. There is no level cap.

LevelTotal XP
518
1063
15133
20228

You can also buy XP on a monster's panel: 4 gold for 3 XP.

Gold

After every battle, won or not, you also earn interest: 1 gold for every 10 gold you hold going in, up to 5. Each Bank Amulet raises that cap by 1, and so does the Interest cap upgrade.

Battle Points

Winning a boss or elite battle earns Battle Points (BP), which you keep between runs. Wild battles, losses and draws earn none. Spend BP on Upgrades in the main menu.

Battle wonBP
Boss, acts 1–101
Boss, acts 11–203
Boss, acts 21–304
Boss, later acts1 more every 10 acts
Elite1
Wild0

Enemies and recruits

Enemies grow with every battle node you enter: more of them, at higher levels. A board fields at most 14, 4 of them ranged where it can, and from act 30 5 ranged and at least 3 tanks; past that the rest of the crowd adds to their HP, Attack and Sp. Atk. Enemies evolve once past a gate, but each stays short of an evolution 5% of the time, so a weak form can still be caught late in the run. Elites bring 1 extra enemy and are 1 level higher; a boss is one fully evolved monster of its type, 1 level higher, casting one area move last in its rotation and standing for the board it replaces, tougher every act. Rarely it is the three legendary birds, or Mewtwo and Mew. From act 20 every wild and elite enemy gains 5% HP, Attack and Sp. Atk per act; a boss grows only through the strength it shares across its raid. From act 20 enemies also show 1 level more per act, which makes them harder to catch and stronger once caught but no tougher to fight. From act 20 about one wild board in three grows as it falls: when its HP drops to 50% and again to 25%, its healthiest monster turns Huge. From act 20 about one wild board in 25 is a wild herd, one in 10 from act 50: every monster the same species, one Huge and the rest Big (a Ditto herd stays normal size, but its copies keep the crowd's and late acts' extra strength).

Types

There are 18 types, matched on the modern type chart: a move does double damage to a type it is strong against, half to one that resists it, and none to an immune one. Each move is physical, special or status, shown on its card, whatever its type: physical moves use Attack against Defense, special moves Sp. Atk against Sp. Def, and status moves deal no damage. Basic attacks always use Attack. Shift (long press on touch) on a monster's type shows what it beats and resists.

Maps

Every fight draws its arena at random: meadow, autumn or snow. Each map's own types turn up 3x as often among its enemies and as elite and boss types.

MapFavoured types
MeadowGrass, Bug, Normal, Flying, Electric
AutumnFire, Ground, Rock, Fighting, Poison, Ghost, Psychic
SnowIce, Dragon, Water

Weather

From act 10 a fight may have weather, shown on its map node and in the run header. Rain: Water x1.2, Fire x0.8. Sun: Fire x1.2, Water x0.8. Sandstorm: all but Rock, Ground and Steel lose 0.5% HP a second; Rock takes less special damage. Snow: all but Ice lose 0.5% HP a second; Ice takes less physical damage. Bosses always bring weather.

MapClearRainSunSandstormSnow
Meadow60%20%15%5%-
Autumn55%15%10%20%-
Snow55%-5%10%30%

A TM teaches its move into any of a monster's four move slots, replacing the move there. Only monsters that can learn the move take it; a TM's tooltip names who in your party can.

An elite battle where any enemy faints, won or lost, drops a TM, drawn as if 1 act deeper. The TM seller sells them too.

TierTM seller's priceSells at his shopSells elsewhere
Common6 gold3 gold2 gold
Uncommon8 gold4 gold3 gold
Rare10 gold5 gold4 gold

Rarer TMs turn up more often in later acts:

ActCommonUncommonRare
175%25%0%
250%40%10%
330%45%25%
4+20%45%35%

Common TMs

Agility ★

Psychic · Status · Self

Bug Bite ★

Bug · Physical · Single target · Range 1

Bulk Up ★

Fighting · Status · Self

Calm Mind ★

Psychic · Status · Self

Charge ★

Electric · Status · Self

Charm ★

Fairy · Status · Single target · Range 1

Confuse Ray ★

Ghost · Status · Single target · Range 3

Counter ★

Fighting · Physical · Single target · Range 1

Defense Curl ★

Normal · Status · Self

Dragon Rage ★

Dragon · Special · Single target · Range 3

Ember ★

Fire · Special · Single target · Range 3

Flash ★

Normal · Status · Single target · Range 3

Focus Energy ★

Normal · Status · Self

Frost Breath ★

Ice · Special · Single target · Range 3

Hidden Power ★

Normal · Special · Single target · Range 3

Iron Defense ★

Steel · Status · Self

Leech Life ★

Bug · Physical · Single target · Range 1

Low Kick ★

Fighting · Physical · Single target · Range 1

Metal Claw ★

Steel · Physical · Single target · Range 1

Mud Shot ★

Ground · Special · Single target · Range 3

Mud-Slap ★

Ground · Special · Single target · Range 3

Pay Day ★

Normal · Physical · Single target · Range 3

Payback ★

Dark · Physical · Single target · Range 1

Pluck ★

Flying · Physical · Single target · Range 1

Psych Up ★

Normal · Status · Self

Rage ★

Normal · Status · Self

Reflect ★

Psychic · Status · Allies · Range 2

Rock Polish ★

Rock · Status · Self

Rock Smash ★

Fighting · Physical · Single target · Range 1

Rollout ★

Rock · Physical · Multi-hit · Range 1

Roost ★

Flying · Status · Self

Scary Face ★

Normal · Status · Single target · Range 3

Screech ★

Normal · Status · Around caster · Range 1

Spore ★

Grass · Status · Single target · Range 3

Stun Spore ★

Grass · Status · Single target · Range 3

Supersonic ★

Normal · Status · Single target · Range 3

Swords Dance ★

Normal · Status · Self

Thunder Wave ★

Electric · Status · Single target · Range 3

Trick Room ★

Psychic · Status · Around caster · Range 1

U-turn ★

Bug · Physical · Single target · Range 1

Venoshock ★

Poison · Special · Single target · Range 1

Water Gun ★

Water · Special · Single target · Range 3

Uncommon TMs

Aerial Ace ★★

Flying · Physical · Single target · Range 1

Air Cutter ★★

Flying · Special · Splash · Range 3

Avalanche ★★

Ice · Physical · Single target · Range 1

Body Slam ★★

Normal · Physical · Single target · Range 1

Brick Break ★★

Fighting · Physical · Single target · Range 1

Brine ★★

Water · Special · Single target · Range 3

Bubble Beam ★★

Water · Special · Single target · Range 3

Bulldoze ★★

Ground · Physical · Around caster · Range 1

Close Combat ★★

Fighting · Physical · Single target · Range 1

Crunch ★★

Dark · Physical · Single target · Range 1

Detect ★★

Fighting · Status · Self

Dig ★★

Ground · Physical · Single target · Range 1

Disarming Voice ★★

Fairy · Special · Single target · Range 3

Dive ★★

Water · Physical · Single target · Range 1

Double-Edge ★★

Normal · Physical · Single target · Range 1

Dragon Breath ★★

Dragon · Special · Single target · Range 3

Dragon Claw ★★

Dragon · Physical · Single target · Range 1

Dragon Dance ★★

Dragon · Status · Self

Dragon Tail ★★

Dragon · Physical · Single target · Range 1

Drain Punch ★★

Fighting · Physical · Single target · Range 1

Draining Kiss ★★

Fairy · Special · Single target · Range 1

Dream Eater ★★

Psychic · Special · Single target · Range 3

Drill Run ★★

Ground · Physical · Single target · Range 1

Dynamic Punch ★★

Fighting · Physical · Single target · Range 3

Egg Bomb ★★

Normal · Physical · Splash · Range 3

Electroweb ★★

Electric · Special · Splash · Range 3

Energy Ball ★★

Grass · Special · Single target · Range 3

Fire Punch ★★

Fire · Physical · Single target · Range 1

Fly ★★

Flying · Physical · Single target · Range 1

Focus Blast ★★

Fighting · Special · Single target · Range 3

Focus Punch ★★

Fighting · Physical · Single target · Range 1

Foul Play ★★

Dark · Physical · Single target · Range 1

Fury Cutter ★★

Bug · Physical · Single target · Range 1

Giga Drain ★★

Grass · Special · Single target · Range 3

Giga Impact ★★

Normal · Physical · Single target · Range 1

Gyro Ball ★★

Steel · Physical · Single target · Range 1

Headbutt ★★

Normal · Physical · Single target · Range 1

Helping Hand ★★

Normal · Status · One ally · Range 3

Hex ★★

Ghost · Special · Single target · Range 3

Ice Beam ★★

Ice · Special · Single target · Range 3

Ice Punch ★★

Ice · Physical · Single target · Range 1

Icicle Spear ★★

Ice · Physical · Multi-hit · Range 3

Icy Wind ★★

Ice · Special · Splash · Range 3

Incinerate ★★

Fire · Special · Splash · Range 3

Iron Head ★★

Steel · Physical · Single target · Range 1

Iron Tail ★★

Steel · Physical · Single target · Range 1

Laser Focus ★★

Normal · Status · Self

Light Screen ★★

Psychic · Status · Allies · Range 2

Low Sweep ★★

Fighting · Physical · Sweep · Range 1

Mega Drain ★★

Grass · Special · Single target · Range 3

Mega Kick ★★

Normal · Physical · Single target · Range 1

Mega Punch ★★

Normal · Physical · Single target · Range 1

Night Shade ★★

Ghost · Special · Single target · Range 3

Outrage ★★

Dragon · Physical · Single target · Range 1

Pain Split ★★

Normal · Physical · Single target · Range 1

Play Rough ★★

Fairy · Physical · Single target · Range 1

Poison Jab ★★

Poison · Physical · Single target · Range 1

Poison Powder ★★

Poison · Status · Single target · Range 3

Protect ★★

Normal · Status · Self

Psybeam ★★

Psychic · Special · Line · Range 3

Psychic ★★

Psychic · Special · Single target · Range 3

Psyshock ★★

Psychic · Special · Single target · Range 3

Psywave ★★

Psychic · Special · Single target · Range 3

Razor Leaf ★★

Grass · Physical · Splash · Range 3

Reversal ★★

Fighting · Physical · Single target · Range 1

Rock Blast ★★

Rock · Physical · Multi-hit · Range 3

Rock Slide ★★

Rock · Physical · Splash · Range 3

Rock Tomb ★★

Rock · Physical · Around caster · Range 1

Scald ★★

Water · Special · Single target · Range 3

Seismic Toss ★★

Fighting · Physical · Single target · Range 1

Shadow Ball ★★

Ghost · Special · Single target · Range 3

Shadow Claw ★★

Ghost · Physical · Single target · Range 1

Shock Wave ★★

Electric · Special · Single target · Range 3

Silver Wind ★★

Bug · Special · Splash · Range 3

Sky Attack ★★

Flying · Physical · Single target · Range 3

Sky Drop ★★

Flying · Physical · Single target · Range 1

Sludge Bomb ★★

Poison · Special · Single target · Range 3

Smack Down ★★

Rock · Physical · Single target · Range 3

Snarl ★★

Dark · Special · Around caster · Range 1

Soft-Boiled ★★

Normal · Status · Self

Steel Wing ★★

Steel · Physical · Around caster · Range 1

Stone Edge ★★

Rock · Physical · Single target · Range 1

Struggle Bug ★★

Bug · Special · Splash · Range 3

Submission ★★

Fighting · Physical · Single target · Range 1

Superpower ★★

Fighting · Physical · Single target · Range 1

Swift ★★

Normal · Special · Splash · Range 3

Tailwind ★★

Flying · Status · Allies · Range 2

Take Down ★★

Normal · Physical · Single target · Range 1

Thunder Punch ★★

Electric · Physical · Single target · Range 1

Thunderbolt ★★

Electric · Special · Single target · Range 3

Tri Attack ★★

Normal · Special · Single target · Range 3

Vacuum Wave ★★

Fighting · Special · Splash · Range 3

Water Pulse ★★

Water · Special · Single target · Range 3

Waterfall ★★

Water · Physical · Single target · Range 1

Whirlpool ★★

Water · Special · Single target · Range 3

Whirlwind ★★

Normal · Physical · Around caster · Range 1

Wild Charge ★★

Electric · Physical · Single target · Range 1

Will-O-Wisp ★★

Fire · Status · Single target · Range 3

X-Scissor ★★

Bug · Physical · Single target · Range 1

Zen Headbutt ★★

Psychic · Physical · Single target · Range 1

Rare TMs

Blizzard ★★★

Ice · Special · Splash · Range 3

Brutal Swing ★★★

Dark · Physical · Around caster · Range 1

Dark Pulse ★★★

Dark · Special · Around caster · Range 1

Dazzling Gleam ★★★

Fairy · Special · Around caster · Range 1

Dragon Pulse ★★★

Dragon · Special · Line · Range 3

Earthquake ★★★

Ground · Physical · Around caster · Range 1

Fire Blast ★★★

Fire · Special · Single target · Range 3

Fire Spin ★★★

Fire · Special · Single target · Range 1

Flamethrower ★★★

Fire · Special · Single target · Range 1

Flash Cannon ★★★

Steel · Special · Line · Range 3

Heat Wave ★★★

Fire · Special · Splash · Range 3

Hurricane ★★★

Flying · Special · Around caster · Range 1

Hydro Pump ★★★

Water · Special · Line · Range 3

Hyper Beam ★★★

Normal · Special · Beam · Range 4

Hyper Voice ★★★

Normal · Special · Around caster · Range 1

Muddy Water ★★★

Water · Special · Splash · Range 3

Overheat ★★★

Fire · Special · Single target · Range 1

Sludge Wave ★★★

Poison · Special · Around caster · Range 1

Solar Beam ★★★

Grass · Special · Beam · Range 4

Surf ★★★

Water · Special · Around caster · Range 1

Thunder ★★★

Electric · Special · Splash · Range 3

Toxic ★★★

Poison · Physical · Single target · Range 3

Zap Cannon ★★★

Electric · Special · Single target · Range 3

An elite battle where any enemy faints, won or lost, drops an amulet, and beating a boss lets you pick one of 3.

Amulets last the whole run and stack: each copy adds its bonus again.

Ember Amulet

Fire monsters need 5% less energy to cast.

Spark Amulet

Electric monsters attack 5% faster.

Bloom Amulet

Grass monsters have 6% more HP.

Tide Amulet

Water monsters have 6% more Special Attack.

Stone Amulet

Rock monsters have 8% more Defense.

Fang Amulet

Every monster has 3% more Attack.

Sage Amulet

Every monster has 3% more Special Attack.

Coin Amulet

+1 gold after every battle.

Silk Amulet

Normal monsters gain 5% more energy per attack.

Fist Amulet

Fighting monsters have 6% more Attack.

Venom Amulet

Poison monsters have 6% more HP.

Quake Amulet

Ground monsters have 8% more Defense.

Wing Amulet

Flying monsters move 8% faster.

Swarm Amulet

Bug monsters attack 5% faster.

Mind Amulet

Psychic monsters need 5% less energy to cast.

Shade Amulet

Ghost monsters have 6% more Special Attack.

Frost Amulet

Ice monsters have 8% more Special Defense.

Scale Amulet

Dragon monsters have 6% more Attack.

Lucky Egg Amulet

Every monster on your team, board and bench, earns 1 more XP after every battle.

Heart Amulet

+1 HP after every battle you win.

Bank Amulet

Interest can pay 1 more gold.

Lure Amulet

Poké Balls catch 10% more often.

Shiny Charm

Shiny Pokémon show up 3% more often, up to 25%.

Visitors

On a battle's placement, bosses included, a visitor may wait beside the board (35% of the time). Hover it to read what it wants, then drag that onto it: a monster, gold, or the visitor itself to your bench. Each acts once, and leaves when the fight starts, used or not. After a lost boss fight a new one may come. Visitors never take your run HP below 1. What a visitor charges and pays grows with the act.

From act 10, four more visitors turn a late-run stone surplus into power. A Giant-maker grows a monster dragged onto him Big for 10 stones of its own type, Huge for 20 more. A Merchant and a Healer instead open the stone slot window: drag in stones of any types to cover the price, and Confirm buys as many as they cover (the Merchant sells a ware drawn per visit, the Healer mends 5 HP for every 10 stones, and never overheals). An old altar's lure spends 30 stones to turn a later wild fight, past the ones the map already shows, into a Mythical encounter; only one lure can be out at a time.

From act 20, a ball crafter may wait too, taking their pick of 2 stones and 4 TMs at that act (more every 5 acts) to craft a random prize, vitamins everywhere or, in capture mode, sometimes 5 Ultra Balls or a rarer Premier Ball instead.

The Merchant's ware is Great Ball, Ultra Ball or Rare Candy, drawn fresh each visit. A Rare Candy sits in the inventory until dragged onto a monster for an instant level, auto-learning a move on an even one.

Merchants

Merchants may wait on any battle's placement too, and leave when the fight starts:

MerchantChanceWhat he does
Stone trader33%Swaps one of your stones for one of another type, once
Stone seller15%Turns the shop into a stone shop until you buy one
TM seller15%Turns the shop into a TM shop until you buy one
Move tutor15%Teaches one of your monsters a move from its whole movelist, for gold

Select a monster, then press Teach on the move tutor: he offers up to four moves it can learn, at any level. Each monster keeps its offers until you reroll them (2 gold). He leaves once he has taught one.

BandTutor's price
★4 gold
★★6 gold
★★★8 gold
★★★★10 gold

The coach

At elites a coach stands with the enemy. When his side is down to its last monster, he may send in one more (33% of the time). If that monster helps beat you, or draw, he takes 3 gold instead of paying you the consolation gold.

The shop sells no monsters: your team grows by catching them.

Balls

You start with 5 Poké Balls. From the second battle on, on a wild or boss battle's placement, drag a ball onto an enemy. Up to 5 balls stack on one enemy. If that enemy faints in the battle, its stack tries to catch it with one roll, and a catch joins your team. If it lives, the balls come back; a roll spends the whole stack, caught or not. Each catch gives every monster already on your team, board and bench, 3 XP.

The chance falls with the line's band and halves for each evolution stage. Higher levels lower it too: a level-10 enemy keeps 85.6% of it, level 20 57.2% and level 30 36.5%. A Great Ball counts as 1.5 Poké Balls and an Ultra Ball as 2.5, priced to match, so every gold buys the same chance; each Poké Ball's worth is another try. For a level-1 base form:

BandPoké BallGreat BallUltra Ball5 Ultra Balls
Common40%53.5%72.1%99.8%
Uncommon40%53.5%72.1%99.8%
Rare24%33.7%49.6%96.7%
Superior24%33.7%49.6%96.7%
Epic12%17.4%27.3%79.7%
Legendary12%17.4%27.3%79.7%
Mythical2.3%3.4%5.6%25.2%

Day Care

Before every boss fight the Day Care man waits beside the board. Drag a Pokémon onto him to leave it: it leaves your team for good, and every Pokémon of yours that shares one of its types gains 10 XP.

Naturalist

The Naturalist keeps track of every different Pokémon anyone's ever caught. When that count has grown since you last saw him, 5 stones and 5 TMs turn the growth into Battle Points.

Bench seller

From act 20 a bench seller may wait beside the board. He sells bench slots past the starting 8, one or several at once, at 500 gold each, up to 12 in total.

Rancher

From act 20 the Rancher may wait beside the board. He raises herds: drag a Pokémon onto him and he takes every Pokémon of the same kind off your hands, sparing the one you dragged, and trains it into the herd's champion. Every Pokémon he takes adds 4% to all six stats of the spared one, up to 20% in total. Herding needs at least three of the same kind at once, and costs 150 gold plus a fee of 6 gold per Pokémon taken, growing a little each act. He stays beside the board and will herd any other kind you bring him.

Shop and acts

The shop's 4 slots hold Poké Balls (2 gold), Great Balls (3), Ultra Balls (5) and Potions (6 gold), and battles drop no Potions. A slot sometimes holds a vitamin (12 gold, Carbos 24) or an Ether (18 gold, Max Ether 30) instead. The ball crafter (from act 20) may hand out Premier Balls, which count as 3 Ultra Balls.

A monster sells for half the gold its form costs to catch, counting stacks that catch at least half the time, so evolved and rarer forms sell for more: a common base form for 2 gold, its second evolution for 13, a Mythical for 49. Every 5 levels add 2 gold.

An act is 9 fights and a boss.

A boss can be caught like a wild monster, and from act 5 it is sometimes the three legendary birds, or Mewtwo and Mew.